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-   -   Tojrpedo Arming Distance in TMO (https://www.subsim.com/radioroom/showthread.php?t=134755)

banjo 04-08-08 11:56 AM

Tojrpedo Arming Distance in TMO
 
Always before in SH4, and historically I think, the torpedo arming distance has been about 300 yards. Now in TMO it appears to be 500 +. When I first started with TMO I had 3 torpedos bounce off a target at a little over 300 yards (I have dud torps off). I had to reverse to over 500 yards to get a detonation. Anyone else notice this? Is this right? Thanks.

Ducimus 04-08-08 06:43 PM

I was looking at this this morning when i saw this post.

stock is 220 meters. I have it set for 411 meters. I do not know why i did that, or if its correct. I do know someone once told me what the correct arming distance is, and i wonder if that 411 number was meant as feet or yards.. Point being, i suspect im guilty of a conversion error somewhere. Im trying to find what the correct arming distance is, but am having no luck.

tater 04-08-08 07:00 PM

It should be 400-450 yards. Sources vary, I was never able to nail it down but it is always quoted as one of those 2 numbers for Mk14s.

The stock value (220m) is absurdly low.

tater 04-08-08 07:04 PM

BTW, this long range was very intentional. Fear of the magnetic exploder reacting to the submarine. That is also why fish were fired at 8 second intervals (~200 yard spacing), to avoid mag exploder fratricide of fish.

tater

banjo 04-08-08 07:27 PM

Ok, thanks.

Ducimus 04-08-08 07:41 PM

Sweet! I dont have to do anything! :lol: :up:

tater 04-08-08 11:36 PM

No, there was long discussion of it with the hardcore torpedo mod. :)

I'd have been yelling long ago if it was 220 still :lol:

tater

keltos01 04-09-08 12:54 AM

ijn torps
 
have them set at 150 m for impact and 250 m for magnetic, accoustic being 400 + straight run 400 m.

will try to find real values for ijn torps now so as to set the last values to realistic.
k

swdw 04-09-08 04:16 PM

400 to 450 is what I've found so far too. The most common number is 450. I think LukeFF had the same results in his research. Even with this setting, a couple of boats had the safety fail and the torpedo detonated a couple hundred yards from the boat. Then there are the boats where a fish stuck in the tube.:huh:

What tater talked about is called "countermining" and the delay isn't just for premature detonations. If the spread is small and the firing interval too short, here's what could happen in real life. The explosion from a hit by the first fish of a 3 torpedo spread can cause the second torpedo to detonate away from the target, which may or may not be close enough to do any damage, and the 2nd fish exploding which will in turn cause the 3rd torpedo to detonate- which will be too far away to do any damage. (Never checked to see if countermining happens in SH4, hmmm.....:hmm:). At any rate, same thing can happen with a spread of any number of fish.

Probably one of the reasons you don't see a salvo button for fleet boats. If you can't use the keyboard to fire, move to the next tube, and then use the mouse to change the spread angle in less than 8-10 seconds, you need some practice.;) With all mouse movements you should still be able to do it in less than 12.

jbt308 04-09-08 09:38 PM

I do believe I've actually experienced countermining in Sh4. It might have been coincidence, but when I've been a bit overzealous, and didn't spread them out enough, the second torpedo would detonate away from the ship. This usually occured if the fish were following one another almost nose to tail, with a couple of feet between.

I always assumed this was happening, just didn't know what it was called. Thanks for the knowledge!

donut 09-15-09 12:58 PM

I felt I needed to reserict this old thread.
 
In TMO 1.8 beta arming distance has been set out to 600 Yds, makeing it incresingly difficult to hit inbound escorts. No one tells, how to, what files,or where, to reset arming distance back to 450/500 That is Historicly correct. Please would some kind soul, enlighten on my account.

Ducimus 09-15-09 01:05 PM

All torpedo arming distances for US torpedos in TMO, is set at 411 meters or 449.475 yards. Not 600 yards. I have no idea what gave you that idea. I just checked the files, you can do so yourself if you haven't already, its right there in black and white in S3d. US_torpedos.sim

donut 09-15-09 01:27 PM

OK Duci, I will look again.
 
Quote:

Originally Posted by Ducimus (Post 1172578)
All torpedo arming distances for US torpedos in TMO, is set at 411 meters or 449.475 yards. Not 600 yards. I have no idea what gave you that idea. I just checked the files, you can do so yourself if you haven't already, its right there in black and white in S3d. US_torpedos.sim

Having opened US_torpedos.sim,w/S3d, I am not finding arming distance ?
I have had fish set to shallow bounce off at 500 Yds. Thus my concern. This is late war ?

donut 09-15-09 07:50 PM

Found in 1.62 full, but not in up-grade to 1.8
 
Quote:

Originally Posted by Ducimus (Post 1172578)
All torpedo arming distances for US torpedos in TMO, is set at 411 meters or 449.475 yards. Not 600 yards. I have no idea what gave you that idea. I just checked the files, you can do so yourself if you haven't already, its right there in black and white in S3d. US_torpedos.sim

Don't you mean (torpedoes_US.sim),under pistols ? I have had fish set to shallow bounce off at 500 Yds. Thus my concern. This is late war ? Any ideas ??

Bubblehead1980 09-15-09 07:58 PM

re
 
400 yards is arming distance in TMO...I reguarly use the "down the throat shot" against enemy escorts...in stock i would fire from 600 yards but TMO escorts are skilled and turn away faster, so have been waiting shorter and shorted distances.Well i misjudged the range thinking i was at 450 yards...turns out i was at 400(confirmed by sonar) when i fire, both torpedos hit and blew the DD out of the water as i dove under it.


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